Renderer/ShaderAst: Add serialization

This commit is contained in:
Lynix 2020-06-17 20:09:21 +02:00
parent 0ff10bf1e2
commit 736ca1c409
7 changed files with 285 additions and 118 deletions

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@ -34,6 +34,7 @@ namespace Nz
virtual ~Node(); virtual ~Node();
inline NodeType GetType() const; inline NodeType GetType() const;
inline bool IsStatement() const;
virtual void Visit(ShaderVisitor& visitor) = 0; virtual void Visit(ShaderVisitor& visitor) = 0;
@ -41,10 +42,24 @@ namespace Nz
static inline ExpressionType GetComponentType(ExpressionType type); static inline ExpressionType GetComponentType(ExpressionType type);
protected: protected:
inline Node(NodeType type); inline Node(NodeType type, bool isStatement);
private: private:
NodeType m_type; NodeType m_type;
bool m_isStatement;
};
class Expression;
using ExpressionPtr = std::shared_ptr<Expression>;
class NAZARA_RENDERER_API Expression : public Node
{
public:
inline Expression(NodeType type);
virtual ExpressionCategory GetExpressionCategory() const;
virtual ExpressionType GetExpressionType() const = 0;
}; };
class Statement; class Statement;
@ -54,20 +69,7 @@ namespace Nz
class NAZARA_RENDERER_API Statement : public Node class NAZARA_RENDERER_API Statement : public Node
{ {
public: public:
using Node::Node; inline Statement(NodeType type);
};
class Expression;
using ExpressionPtr = std::shared_ptr<Expression>;
class NAZARA_RENDERER_API Expression : public Node
{
public:
using Node::Node;
virtual ExpressionCategory GetExpressionCategory() const;
virtual ExpressionType GetExpressionType() const = 0;
}; };
struct NAZARA_RENDERER_API ExpressionStatement : public Statement struct NAZARA_RENDERER_API ExpressionStatement : public Statement

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@ -7,8 +7,9 @@
namespace Nz::ShaderNodes namespace Nz::ShaderNodes
{ {
inline Node::Node(NodeType type) : inline Node::Node(NodeType type, bool isStatement) :
m_type(type) m_type(type),
m_isStatement(isStatement)
{ {
} }
@ -17,6 +18,11 @@ namespace Nz::ShaderNodes
return m_type; return m_type;
} }
inline bool Node::IsStatement() const
{
return m_isStatement;
}
inline unsigned int Node::GetComponentCount(ExpressionType type) inline unsigned int Node::GetComponentCount(ExpressionType type)
{ {
switch (type) switch (type)
@ -55,6 +61,19 @@ namespace Nz::ShaderNodes
} }
} }
inline Expression::Expression(NodeType type) :
Node(type, false)
{
}
inline Statement::Statement(NodeType type) :
Node(type, true)
{
}
inline ExpressionStatement::ExpressionStatement() : inline ExpressionStatement::ExpressionStatement() :
Statement(NodeType::ExpressionStatement) Statement(NodeType::ExpressionStatement)
{ {

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@ -14,8 +14,10 @@
#include <Nazara/Renderer/ShaderNodes.hpp> #include <Nazara/Renderer/ShaderNodes.hpp>
#include <Nazara/Renderer/ShaderVariables.hpp> #include <Nazara/Renderer/ShaderVariables.hpp>
namespace Nz::ShaderNodes namespace Nz
{ {
class ShaderAst;
class NAZARA_RENDERER_API ShaderSerializerBase class NAZARA_RENDERER_API ShaderSerializerBase
{ {
public: public:
@ -24,28 +26,29 @@ namespace Nz::ShaderNodes
ShaderSerializerBase(ShaderSerializerBase&&) = delete; ShaderSerializerBase(ShaderSerializerBase&&) = delete;
~ShaderSerializerBase() = default; ~ShaderSerializerBase() = default;
void Serialize(AssignOp& node); void Serialize(ShaderNodes::AssignOp& node);
void Serialize(BinaryOp& node); void Serialize(ShaderNodes::BinaryOp& node);
void Serialize(BuiltinVariable& var); void Serialize(ShaderNodes::BuiltinVariable& var);
void Serialize(Branch& node); void Serialize(ShaderNodes::Branch& node);
void Serialize(Cast& node); void Serialize(ShaderNodes::Cast& node);
void Serialize(Constant& node); void Serialize(ShaderNodes::Constant& node);
void Serialize(DeclareVariable& node); void Serialize(ShaderNodes::DeclareVariable& node);
void Serialize(ExpressionStatement& node); void Serialize(ShaderNodes::ExpressionStatement& node);
void Serialize(Identifier& node); void Serialize(ShaderNodes::Identifier& node);
void Serialize(IntrinsicCall& node); void Serialize(ShaderNodes::IntrinsicCall& node);
void Serialize(NamedVariable& var); void Serialize(ShaderNodes::NamedVariable& var);
void Serialize(Sample2D& node); void Serialize(ShaderNodes::Sample2D& node);
void Serialize(StatementBlock& node); void Serialize(ShaderNodes::StatementBlock& node);
void Serialize(SwizzleOp& node); void Serialize(ShaderNodes::SwizzleOp& node);
protected: protected:
template<typename T> void Container(T& container); template<typename T> void Container(T& container);
template<typename T> void Enum(T& enumVal); template<typename T> void Enum(T& enumVal);
template<typename T> void OptVal(std::optional<T>& optVal);
virtual bool IsWriting() const = 0; virtual bool IsWriting() const = 0;
virtual void Node(NodePtr& node) = 0; virtual void Node(ShaderNodes::NodePtr& node) = 0;
template<typename T> void Node(std::shared_ptr<T>& node); template<typename T> void Node(std::shared_ptr<T>& node);
virtual void Value(bool& val) = 0; virtual void Value(bool& val) = 0;
@ -57,7 +60,7 @@ namespace Nz::ShaderNodes
virtual void Value(UInt32& val) = 0; virtual void Value(UInt32& val) = 0;
inline void Value(std::size_t& val); inline void Value(std::size_t& val);
virtual void Variable(VariablePtr& var) = 0; virtual void Variable(ShaderNodes::VariablePtr& var) = 0;
template<typename T> void Variable(std::shared_ptr<T>& var); template<typename T> void Variable(std::shared_ptr<T>& var);
}; };
@ -67,11 +70,12 @@ namespace Nz::ShaderNodes
inline ShaderSerializer(ByteArray& byteArray); inline ShaderSerializer(ByteArray& byteArray);
~ShaderSerializer() = default; ~ShaderSerializer() = default;
void Serialize(const StatementPtr& shader); void Serialize(const ShaderAst& shader);
private: private:
bool IsWriting() const override; bool IsWriting() const override;
void Node(NodePtr& node) override; void Node(const ShaderNodes::NodePtr& node);
void Node(ShaderNodes::NodePtr& node) override;
void Value(bool& val) override; void Value(bool& val) override;
void Value(float& val) override; void Value(float& val) override;
void Value(std::string& val) override; void Value(std::string& val) override;
@ -79,7 +83,7 @@ namespace Nz::ShaderNodes
void Value(Vector3f& val) override; void Value(Vector3f& val) override;
void Value(Vector4f& val) override; void Value(Vector4f& val) override;
void Value(UInt32& val) override; void Value(UInt32& val) override;
void Variable(VariablePtr& var) override; void Variable(ShaderNodes::VariablePtr& var) override;
ByteArray& m_byteArray; ByteArray& m_byteArray;
ByteStream m_stream; ByteStream m_stream;
@ -91,11 +95,11 @@ namespace Nz::ShaderNodes
ShaderUnserializer(const ByteArray& byteArray); ShaderUnserializer(const ByteArray& byteArray);
~ShaderUnserializer() = default; ~ShaderUnserializer() = default;
StatementPtr Unserialize(); ShaderAst Unserialize();
private: private:
bool IsWriting() const override; bool IsWriting() const override;
void Node(NodePtr& node) override; void Node(ShaderNodes::NodePtr& node) override;
void Value(bool& val) override; void Value(bool& val) override;
void Value(float& val) override; void Value(float& val) override;
void Value(std::string& val) override; void Value(std::string& val) override;
@ -103,14 +107,14 @@ namespace Nz::ShaderNodes
void Value(Vector3f& val) override; void Value(Vector3f& val) override;
void Value(Vector4f& val) override; void Value(Vector4f& val) override;
void Value(UInt32& val) override; void Value(UInt32& val) override;
void Variable(VariablePtr& var) override; void Variable(ShaderNodes::VariablePtr& var) override;
const ByteArray& m_byteArray; const ByteArray& m_byteArray;
ByteStream m_stream; ByteStream m_stream;
}; };
NAZARA_RENDERER_API ByteArray Serialize(const StatementPtr& shader); NAZARA_RENDERER_API ByteArray SerializeShader(const ShaderAst& shader);
NAZARA_RENDERER_API StatementPtr Unserialize(const ByteArray& data); NAZARA_RENDERER_API ShaderAst UnserializeShader(const ByteArray& data);
} }
#include <Nazara/Renderer/ShaderSerializer.inl> #include <Nazara/Renderer/ShaderSerializer.inl>

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@ -5,7 +5,7 @@
#include <Nazara/Renderer/ShaderSerializer.hpp> #include <Nazara/Renderer/ShaderSerializer.hpp>
#include <Nazara/Renderer/Debug.hpp> #include <Nazara/Renderer/Debug.hpp>
namespace Nz::ShaderNodes namespace Nz
{ {
template<typename T> template<typename T>
void ShaderSerializerBase::Container(T& container) void ShaderSerializerBase::Container(T& container)
@ -36,12 +36,30 @@ namespace Nz::ShaderNodes
enumVal = static_cast<T>(value); enumVal = static_cast<T>(value);
} }
template<typename T>
void ShaderSerializerBase::OptVal(std::optional<T>& optVal)
{
bool isWriting = IsWriting();
bool hasValue;
if (isWriting)
hasValue = optVal.has_value();
Value(hasValue);
if (!isWriting && hasValue)
optVal.emplace();
if (optVal.has_value())
Value(optVal.value());
}
template<typename T> template<typename T>
void ShaderSerializerBase::Node(std::shared_ptr<T>& node) void ShaderSerializerBase::Node(std::shared_ptr<T>& node)
{ {
bool isWriting = IsWriting(); bool isWriting = IsWriting();
NodePtr value; ShaderNodes::NodePtr value;
if (isWriting) if (isWriting)
value = node; value = node;
@ -55,7 +73,7 @@ namespace Nz::ShaderNodes
{ {
bool isWriting = IsWriting(); bool isWriting = IsWriting();
VariablePtr value; ShaderNodes::VariablePtr value;
if (isWriting) if (isWriting)
value = var; value = var;

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@ -330,9 +330,7 @@ namespace Nz
Append(node.variable->name); Append(node.variable->name);
if (node.expression) if (node.expression)
{ {
Append(" "); Append(" = ");
Append("=");
Append(" ");
Visit(node.expression); Visit(node.expression);
} }

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@ -3,14 +3,18 @@
// For conditions of distribution and use, see copyright notice in Config.hpp // For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/ShaderSerializer.hpp> #include <Nazara/Renderer/ShaderSerializer.hpp>
#include <Nazara/Renderer/ShaderAst.hpp>
#include <Nazara/Renderer/ShaderVarVisitor.hpp> #include <Nazara/Renderer/ShaderVarVisitor.hpp>
#include <Nazara/Renderer/ShaderVisitor.hpp> #include <Nazara/Renderer/ShaderVisitor.hpp>
#include <Nazara/Renderer/Debug.hpp> #include <Nazara/Renderer/Debug.hpp>
namespace Nz::ShaderNodes namespace Nz
{ {
namespace namespace
{ {
constexpr UInt32 s_magicNumber = 0x4E534852;
constexpr UInt32 s_currentVersion = 1;
class ShaderSerializerVisitor : public ShaderVisitor, public ShaderVarVisitor class ShaderSerializerVisitor : public ShaderVisitor, public ShaderVarVisitor
{ {
public: public:
@ -19,62 +23,62 @@ namespace Nz::ShaderNodes
{ {
} }
void Visit(const AssignOp& node) override void Visit(const ShaderNodes::AssignOp& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const BinaryOp& node) override void Visit(const ShaderNodes::BinaryOp& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const Branch& node) override void Visit(const ShaderNodes::Branch& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const Cast& node) override void Visit(const ShaderNodes::Cast& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const Constant& node) override void Visit(const ShaderNodes::Constant& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const DeclareVariable& node) override void Visit(const ShaderNodes::DeclareVariable& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const ExpressionStatement& node) override void Visit(const ShaderNodes::ExpressionStatement& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const Identifier& node) override void Visit(const ShaderNodes::Identifier& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const IntrinsicCall& node) override void Visit(const ShaderNodes::IntrinsicCall& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const Sample2D& node) override void Visit(const ShaderNodes::Sample2D& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const StatementBlock& node) override void Visit(const ShaderNodes::StatementBlock& node) override
{ {
Serialize(node); Serialize(node);
} }
void Visit(const SwizzleOp& node) override void Visit(const ShaderNodes::SwizzleOp& node) override
{ {
Serialize(node); Serialize(node);
} }
@ -122,21 +126,21 @@ namespace Nz::ShaderNodes
}; };
} }
void ShaderSerializerBase::Serialize(AssignOp& node) void ShaderSerializerBase::Serialize(ShaderNodes::AssignOp& node)
{ {
Enum(node.op); Enum(node.op);
Node(node.left); Node(node.left);
Node(node.right); Node(node.right);
} }
void ShaderSerializerBase::Serialize(BinaryOp& node) void ShaderSerializerBase::Serialize(ShaderNodes::BinaryOp& node)
{ {
Enum(node.op); Enum(node.op);
Node(node.left); Node(node.left);
Node(node.right); Node(node.right);
} }
void ShaderSerializerBase::Serialize(Branch& node) void ShaderSerializerBase::Serialize(ShaderNodes::Branch& node)
{ {
Container(node.condStatements); Container(node.condStatements);
for (auto& condStatement : node.condStatements) for (auto& condStatement : node.condStatements)
@ -148,64 +152,64 @@ namespace Nz::ShaderNodes
Node(node.elseStatement); Node(node.elseStatement);
} }
void ShaderSerializerBase::Serialize(BuiltinVariable& node) void ShaderSerializerBase::Serialize(ShaderNodes::BuiltinVariable& node)
{ {
Enum(node.type); Enum(node.type);
Enum(node.type); Enum(node.type);
} }
void ShaderSerializerBase::Serialize(Cast& node) void ShaderSerializerBase::Serialize(ShaderNodes::Cast& node)
{ {
Enum(node.exprType); Enum(node.exprType);
for (auto& expr : node.expressions) for (auto& expr : node.expressions)
Node(expr); Node(expr);
} }
void ShaderSerializerBase::Serialize(Constant& node) void ShaderSerializerBase::Serialize(ShaderNodes::Constant& node)
{ {
Enum(node.exprType); Enum(node.exprType);
switch (node.exprType) switch (node.exprType)
{ {
case ExpressionType::Boolean: case ShaderNodes::ExpressionType::Boolean:
Value(node.values.bool1); Value(node.values.bool1);
break; break;
case ExpressionType::Float1: case ShaderNodes::ExpressionType::Float1:
Value(node.values.vec1); Value(node.values.vec1);
break; break;
case ExpressionType::Float2: case ShaderNodes::ExpressionType::Float2:
Value(node.values.vec2); Value(node.values.vec2);
break; break;
case ExpressionType::Float3: case ShaderNodes::ExpressionType::Float3:
Value(node.values.vec3); Value(node.values.vec3);
break; break;
case ExpressionType::Float4: case ShaderNodes::ExpressionType::Float4:
Value(node.values.vec4); Value(node.values.vec4);
break; break;
} }
} }
void ShaderSerializerBase::Serialize(DeclareVariable& node) void ShaderSerializerBase::Serialize(ShaderNodes::DeclareVariable& node)
{ {
Variable(node.variable); Variable(node.variable);
Node(node.expression); Node(node.expression);
} }
void ShaderSerializerBase::Serialize(ExpressionStatement& node) void ShaderSerializerBase::Serialize(ShaderNodes::ExpressionStatement& node)
{ {
Node(node.expression); Node(node.expression);
} }
void ShaderSerializerBase::Serialize(Identifier& node) void ShaderSerializerBase::Serialize(ShaderNodes::Identifier& node)
{ {
Variable(node.var); Variable(node.var);
} }
void ShaderSerializerBase::Serialize(IntrinsicCall& node) void ShaderSerializerBase::Serialize(ShaderNodes::IntrinsicCall& node)
{ {
Enum(node.intrinsic); Enum(node.intrinsic);
Container(node.parameters); Container(node.parameters);
@ -213,26 +217,26 @@ namespace Nz::ShaderNodes
Node(param); Node(param);
} }
void ShaderSerializerBase::Serialize(NamedVariable& node) void ShaderSerializerBase::Serialize(ShaderNodes::NamedVariable& node)
{ {
Value(node.name); Value(node.name);
Enum(node.type); Enum(node.type);
} }
void ShaderSerializerBase::Serialize(Sample2D& node) void ShaderSerializerBase::Serialize(ShaderNodes::Sample2D& node)
{ {
Node(node.sampler); Node(node.sampler);
Node(node.coordinates); Node(node.coordinates);
} }
void ShaderSerializerBase::Serialize(StatementBlock& node) void ShaderSerializerBase::Serialize(ShaderNodes::StatementBlock& node)
{ {
Container(node.statements); Container(node.statements);
for (auto& statement : node.statements) for (auto& statement : node.statements)
Node(statement); Node(statement);
} }
void ShaderSerializerBase::Serialize(SwizzleOp& node) void ShaderSerializerBase::Serialize(ShaderNodes::SwizzleOp& node)
{ {
Value(node.componentCount); Value(node.componentCount);
Node(node.expression); Node(node.expression);
@ -242,13 +246,50 @@ namespace Nz::ShaderNodes
} }
void ShaderSerializer::Serialize(const StatementPtr& shader) void ShaderSerializer::Serialize(const ShaderAst& shader)
{ {
assert(shader); UInt32 magicNumber = s_magicNumber;
m_stream << static_cast<Int32>(shader->GetType()); UInt32 version = s_currentVersion;
ShaderSerializerVisitor visitor(*this); m_stream << s_magicNumber << s_currentVersion;
shader->Visit(visitor);
auto SerializeInputOutput = [&](auto& inout)
{
m_stream << UInt32(inout.size());
for (const auto& data : inout)
{
m_stream << data.name << UInt32(data.type);
m_stream << data.locationIndex.has_value();
if (data.locationIndex)
m_stream << UInt32(data.locationIndex.value());
}
};
SerializeInputOutput(shader.GetInputs());
SerializeInputOutput(shader.GetOutputs());
m_stream << UInt32(shader.GetUniformCount());
for (const auto& uniform : shader.GetUniforms())
{
m_stream << uniform.name << UInt32(uniform.type);
m_stream << uniform.bindingIndex.has_value();
if (uniform.bindingIndex)
m_stream << UInt32(uniform.bindingIndex.value());
}
m_stream << UInt32(shader.GetFunctionCount());
for (const auto& func : shader.GetFunctions())
{
m_stream << func.name << UInt32(func.returnType);
m_stream << UInt32(func.parameters.size());
for (const auto& param : func.parameters)
m_stream << param.name << UInt32(param.type);
Node(func.statement);
}
m_stream.FlushBits(); m_stream.FlushBits();
} }
@ -258,9 +299,9 @@ namespace Nz::ShaderNodes
return true; return true;
} }
void ShaderSerializer::Node(NodePtr& node) void ShaderSerializer::Node(ShaderNodes::NodePtr& node)
{ {
NodeType nodeType = (node) ? node->GetType() : NodeType::None; ShaderNodes::NodeType nodeType = (node) ? node->GetType() : ShaderNodes::NodeType::None;
m_stream << static_cast<Int32>(nodeType); m_stream << static_cast<Int32>(nodeType);
if (node) if (node)
@ -270,6 +311,11 @@ namespace Nz::ShaderNodes
} }
} }
void ShaderSerializer::Node(const ShaderNodes::NodePtr& node)
{
Node(const_cast<ShaderNodes::NodePtr&>(node)); //< Yes const_cast is ugly but it won't be used for writing
}
void ShaderSerializer::Value(bool& val) void ShaderSerializer::Value(bool& val)
{ {
m_stream << val; m_stream << val;
@ -305,9 +351,9 @@ namespace Nz::ShaderNodes
m_stream << val; m_stream << val;
} }
void ShaderSerializer::Variable(VariablePtr& var) void ShaderSerializer::Variable(ShaderNodes::VariablePtr& var)
{ {
VariableType nodeType = (var) ? var->GetType() : VariableType::None; ShaderNodes::VariableType nodeType = (var) ? var->GetType() : ShaderNodes::VariableType::None;
m_stream << static_cast<Int32>(nodeType); m_stream << static_cast<Int32>(nodeType);
if (var) if (var)
@ -317,29 +363,93 @@ namespace Nz::ShaderNodes
} }
} }
ByteArray Serialize(const StatementPtr& shader) ShaderAst ShaderUnserializer::Unserialize()
{ {
ByteArray byteArray; UInt32 magicNumber;
ShaderSerializer serializer(byteArray); UInt32 version;
serializer.Serialize(shader); m_stream >> magicNumber;
if (magicNumber != s_magicNumber)
throw std::runtime_error("invalid shader file");
return byteArray; m_stream >> version;
} if (version > s_currentVersion)
throw std::runtime_error("unsupported version");
StatementPtr Unserialize(const ByteArray& data) ShaderAst shader;
{
ShaderUnserializer unserializer(data);
return unserializer.Unserialize();
}
StatementPtr ShaderUnserializer::Unserialize() UInt32 inputCount;
{ m_stream >> inputCount;
NodePtr statement; for (UInt32 i = 0; i < inputCount; ++i)
Node(statement); {
if (!statement || statement->GetType() != NodeType::StatementBlock) std::string inputName;
throw std::runtime_error("Invalid shader"); ShaderNodes::ExpressionType inputType;
std::optional<std::size_t> location;
return std::static_pointer_cast<Statement>(statement); Value(inputName);
Enum(inputType);
OptVal(location);
shader.AddInput(std::move(inputName), inputType, location);
}
UInt32 outputCount;
m_stream >> outputCount;
for (UInt32 i = 0; i < outputCount; ++i)
{
std::string outputName;
ShaderNodes::ExpressionType outputType;
std::optional<std::size_t> location;
Value(outputName);
Enum(outputType);
OptVal(location);
shader.AddOutput(std::move(outputName), outputType, location);
}
UInt32 uniformCount;
m_stream >> uniformCount;
for (UInt32 i = 0; i < uniformCount; ++i)
{
std::string name;
ShaderNodes::ExpressionType type;
std::optional<std::size_t> binding;
Value(name);
Enum(type);
OptVal(binding);
shader.AddUniform(std::move(name), type, binding);
}
UInt32 funcCount;
m_stream >> funcCount;
for (UInt32 i = 0; i < funcCount; ++i)
{
std::string name;
ShaderNodes::ExpressionType retType;
std::vector<ShaderAst::FunctionParameter> parameters;
Value(name);
Enum(retType);
Container(parameters);
for (auto& param : parameters)
{
Value(param.name);
Enum(param.type);
}
ShaderNodes::NodePtr node;
Node(node);
if (!node || !node->IsStatement())
throw std::runtime_error("functions can only have statements");
ShaderNodes::StatementPtr statement = std::static_pointer_cast<ShaderNodes::Statement>(node);
shader.AddFunction(std::move(name), std::move(statement), std::move(parameters), retType);
}
return shader;
} }
bool ShaderUnserializer::IsWriting() const bool ShaderUnserializer::IsWriting() const
@ -347,17 +457,17 @@ namespace Nz::ShaderNodes
return false; return false;
} }
void ShaderUnserializer::Node(NodePtr& node) void ShaderUnserializer::Node(ShaderNodes::NodePtr& node)
{ {
Int32 nodeTypeInt; Int32 nodeTypeInt;
m_stream >> nodeTypeInt; m_stream >> nodeTypeInt;
NodeType nodeType = static_cast<NodeType>(nodeTypeInt); ShaderNodes::NodeType nodeType = static_cast<ShaderNodes::NodeType>(nodeTypeInt);
#define HandleType(Type) case NodeType:: Type : node = std::make_shared<Type>(); break #define HandleType(Type) case ShaderNodes::NodeType:: Type : node = std::make_shared<ShaderNodes:: Type>(); break
switch (nodeType) switch (nodeType)
{ {
case NodeType::None: break; case ShaderNodes::NodeType::None: break;
HandleType(AssignOp); HandleType(AssignOp);
HandleType(BinaryOp); HandleType(BinaryOp);
@ -417,17 +527,17 @@ namespace Nz::ShaderNodes
m_stream >> val; m_stream >> val;
} }
void ShaderUnserializer::Variable(VariablePtr& var) void ShaderUnserializer::Variable(ShaderNodes::VariablePtr& var)
{ {
Int32 nodeTypeInt; Int32 nodeTypeInt;
m_stream >> nodeTypeInt; m_stream >> nodeTypeInt;
VariableType nodeType = static_cast<VariableType>(nodeTypeInt); ShaderNodes::VariableType nodeType = static_cast<ShaderNodes:: VariableType>(nodeTypeInt);
#define HandleType(Type) case VariableType:: Type : var = std::make_shared<Type>(); break #define HandleType(Type) case ShaderNodes::VariableType:: Type : var = std::make_shared<ShaderNodes::Type>(); break
switch (nodeType) switch (nodeType)
{ {
case VariableType::None: break; case ShaderNodes::VariableType::None: break;
HandleType(BuiltinVariable); HandleType(BuiltinVariable);
HandleType(InputVariable); HandleType(InputVariable);
@ -443,5 +553,21 @@ namespace Nz::ShaderNodes
var->Visit(visitor); var->Visit(visitor);
} }
} }
ByteArray SerializeShader(const ShaderAst& shader)
{
ByteArray byteArray;
ShaderSerializer serializer(byteArray);
serializer.Serialize(shader);
return byteArray;
}
ShaderAst UnserializeShader(const ByteArray& data)
{
ShaderUnserializer unserializer(data);
return unserializer.Unserialize();
}
} }

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@ -103,9 +103,6 @@ void MainWindow::OnCompileToGLSL()
{ {
Nz::ShaderNodes::StatementPtr shaderAst = m_shaderGraph.ToAst(); Nz::ShaderNodes::StatementPtr shaderAst = m_shaderGraph.ToAst();
Nz::File file("shader.shader", Nz::OpenMode_WriteOnly);
file.Write(Nz::ShaderNodes::Serialize(shaderAst));
//TODO: Put in another function //TODO: Put in another function
auto GetExpressionFromInOut = [&] (InOutType type) auto GetExpressionFromInOut = [&] (InOutType type)
{ {
@ -145,6 +142,9 @@ void MainWindow::OnCompileToGLSL()
shader.AddFunction("main", shaderAst); shader.AddFunction("main", shaderAst);
Nz::File file("shader.shader", Nz::OpenMode_WriteOnly);
file.Write(Nz::SerializeShader(shader));
Nz::GlslWriter writer; Nz::GlslWriter writer;
Nz::String glsl = writer.Generate(shader); Nz::String glsl = writer.Generate(shader);